Cyber Hunters... (Full Version)

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Shynk -> Cyber Hunters... (8/18/2012 11:10:14)

As a Cyber Hunter, I have always kinda noticed how they have the short end of the stick compared to BH.. For example..

The Blood Lust / Static Charge. The BH's Blood Lust, is passive, while the CHs is an actual move, that still itself has a chance to be blocked (it has blocked for me many times) which is disappointing, and leads to no energy gain, while the BM can do ANY move and if it makes a hit, he gains health. .


What do ya'll see good/bad about a Cyber Hunter?



Honestly, i wish i never became a Cyber hunter and stayed a bounty :(




Algorithm -> RE: Cyber Hunters... (8/18/2012 11:17:13)

i wis cyber hunter can get chuper charge. and reroiute.




Shynk -> RE: Cyber Hunters... (8/18/2012 11:21:49)

Yea, reroute is what i mentioned above ( i couldn't think of the name for it, haha)

For Super Charge, im happy with massacre because its whatever type your weapon is.. you know?




Ez_Ease -> RE: Cyber Hunters... (8/18/2012 11:30:57)

What skill would you be willing to lose I do not want to assume?




Shynk -> RE: Cyber Hunters... (8/18/2012 11:43:51)

You wouldn't really be losing a skill... If Static Charge was swapped for reroute. The effect is still the same but it would become passive..




Algorithm -> RE: Cyber Hunters... (8/18/2012 11:54:03)

yes men it will be balance for us CH cuz BH have the blood lust so ch cen get reroute see da logic?




Ez_Ease -> RE: Cyber Hunters... (8/18/2012 11:57:48)

I would not have a problem with that as long you did not have both, but now we have a problem
where you now have a guarentee in restoring energy and the ability to steal energy with emp.
That would make you a bit more OP.




Shynk -> RE: Cyber Hunters... (8/18/2012 13:24:33)

Steal with EMP? EMP grenade just drains theirs not steals.... im a bit confused.




ReinXI -> RE: Cyber Hunters... (8/18/2012 13:48:31)

the fact you continuously gain energy by being hit yet can constantly take other peoples energy away not for yourself but just in general. EMP combined with guaranteed energy regen is a
recipe for balance disaster. SO I highly doubt thats going to be put in unless you either lose the passive armor or remove emp and put technician in its place or something.. being able to tank
up damage regen you energy passive. destroy opponents energy reserves as well as debuff there own resistance to make your attacks do more damage? yup.. not fair at all




Shynk -> RE: Cyber Hunters... (8/18/2012 13:53:56)


You would gain energy when YOU hit, not when you are hit... Removing EMP and adding technician i doubt would happen because thats twice the res gain... But if there has to be a lose i would be happy with losing EMP.. not sure about what everyone else thinks...




Duke23526 -> RE: Cyber Hunters... (8/18/2012 14:14:13)

cH cannot have to Passive Skills it would be to OP




rayniedays56 -> RE: Cyber Hunters... (8/18/2012 14:15:29)

This is more of a balance discussion :/


However, I do not support


Static Charge is an extremely effective way of Regaining energy. Before the nerf, it used to be able to gain this...


17-21+34damage

51-55

44% of 51 and 55 is
22-24 ep regained with a damage base of 17-21+34 damage



Now it works like this

51-55

29% of 51 and 55 is
15-16 EP regained.

Which is also blockable, of course. However, most Cybers, myself included, has learned to adapt and even learn from this nerf.


The only reason for this nerf to a skill that ALL CH builds use was because of Plasma Armor. Plasma Armor has actually caused everyone to call Cybers OP and to even suggest ANOTHER nerf to ANOTHER skill that was originally there...


Quit nerfing our orignal skills and nerf the alien Plasma Armor!



Perfect Skill Tree:


Field Medic-Cheapshot-Defense Matrix
Plasma Aura*-Static Charge-EMP Grenade
Multi-Malf-Venom Strike
Plasma Grenade-Massacre-Shadow Arts



Plasma Aura was orignally suggested by Drinde, modified by Trans, and then modified once more by me.


Plasma Aura nulls a set percentage of energy attacks to the attackee.

3%
5%
7%
9%
10%
11%
12%
13%
14%
15%


Not too strong or weak but MUCH weaker compared to Plasma Armor


Say you get hit with 40 damage.

With max Plasma Armor, you automatically negate 11 damage
With max Plasma Aura, you would negate 15% of the attack, succesfully nullifying 6 damage


So
11 ignored versus 6 ignored




King Helios -> RE: Cyber Hunters... (8/18/2012 14:27:16)

^ It's been stated by the staff that Plasma Armor will be kept for Cybers.

This really should be in =ED= Balance Discussion X.




Ranloth -> RE: Cyber Hunters... (8/18/2012 14:34:55)

Helios, we know PA will stay but the Aura is just renamed version for raynie. I suggested the numbers for different PA few months ago in Balance Thread and Devs will revamp all passives so this was good as a suggestion.




Mother1 -> RE: Cyber Hunters... (8/18/2012 15:30:04)

If I remember correctly Plasma armor was nerfed along woth Static charge by one point. However since the nerf was so small most people looked more at the static charge nerf rather then the plasma armor nerf.




Lectrix -> RE: Cyber Hunters... (8/18/2012 15:37:48)

All topics pertaining to Balance must remain in the official Balance Discussion Threadleon.com/f/tm.asp?m=20570514]Balance Discussion Thread[/link]. Locking up.

~Lectrix




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